UPDATE: Still my absolute favorite wizard build despite downsides. Added two quick examples of build's very high Effective dps output even with my pretty moderate sheet dps, one pseudo-awful example in teamplay with barb (so bad I even forgot half his dps buffs, the purpose for the vid) and one solo farming mp 10 "efficiently." Solo (w/ follower) example showing dps output and speed vs. relatively moderate gear: http://www.youtube.com/watch?v=EusltHjWVKM Team Effective DPS with Barb (forgot bone chill): http://www.youtube.com/watch?v=Q4Y1PYZqzYA&feature=plcp Note: I did not invent this variant of shocknado windup, that accolade goes to Aphraell UPDATE: The Final Verdict on Rocknado/Rocknadoshards Windup Variant This build is absolutely amazing... most of the time. After playing with this setup and tweaking it slightly over a few days, I can honestly say this is my new favorite wizard build out there currently. I've had as much fun as when I first learned about the unique windup build back in 1.03 and it brought enjoyment back to this game for me (by then we were all extremely tired of kiting original inferno difficulty setting). The Effective DPS output of this build is simply stunning and unmatched by everything I've tried or seen on most builds but definitely on any wizard build (In case those reading are new to diablo 3, despite all the hub-bub about that paper dps number, it truly represents very little about the effective damage output your guy contributes and should not be used for ANY comparisons unless you're comparing it to an IDENTICAL build/skilset. What you must at least understand is that comparing two numbers of two different CLASSES, as a lot of people do, is just downright illogical. The number doesn't take into account many things, like how many simultaneous offensive skills can the player routinely do, or, for example, can this number be directed in a single direction or cover the entire screen. Big difference). And as someone who appreciates nonselfish players, the fact that it has a CONSTANT Team DPS Buff of 25% along with your CC just seems like the best of both worlds. Everything one could hope for. If you want to farm items mp 10 (do you really though?) in the most "efficient" way possible whether solo or with a team, this is the build for you. If, however, you are currently into Key farming and Uber runs, go elsewhere. Because one of my two pet peeves with Rocknado/Rocknadoshards is it's complete ineffectiveness with that. Because: Worst. Uber-farmer. Evar. So one of the trade offs with having increased stunlocking effectiveness and a crazy effective dps increase is that the time required for your wizard to "wind up" is almost doubled. This is because of a multitude of reasons, none of which are quite "running out of APoC (kind of though)" Something continually asked of me this week, despite the question making no goddamned sense since wizards use arcane power and no spell spends "apoc." In short, despite what all our first impressions are, adding meteor, a huge AP spender, is hardly felt during normal play while wearing typical 18-20 arcane power on crit, even against single rares or left over champ bosses when your team's success does not require you to be successful on the first small, open window of time to avoid time-sink punishments (contrasting clearing the uber bosses, where victory is often about stunlocking at first opportunity and before any mayhem can ensue). This is because the AP required from Meteor is simply gained from all the extra crits from that stuff all over the floor. So, the meteors are using the AP you get from the meteors. It's a sort of catch 22 that you can handle 99% of the time without noticing and the biggest reason for our increased required time for winding up. Unfortunately the ubers and keywardens are part of that one percent. Does this break the build for me? No, because I'm not very focused anymore on getting hellfires, and when I do I simply revert back to shocknadoshards and do fine (albeit slower) when ubering and just grit my teeth at how annoyingly long it takes me to defeat A3 keywarden each run in relation to everythin else on the map. For those still farming keys and ubers mostly, however, this is probably a deal breaker for now. Which I totally get, but sucks and I hope you give it a fair shake eventually. It's still a truly great build to add to the growing list of awesome Windup Wizard variants. I intend to record some mp 10 solo farming and mp 10 group farming tomorrow, just so wizards who are still gearing can see it and people who have tried it and hate it can make sure it's not because our playstyles are simply different, and nothing wrong with the build itself. Until then! 10November2012 ************************************************************* And wondering if the bug has bitten anyone else. It's simply a phenomenal windup wiz variant (by far the best imho). There are so many endless possiblities yet to be explored with it too (Do we even need evocation now? Couldn't we run Conflagration AND Cold Blooded now? What are the critical BPs to his now that we have a HUGE extra source of procs? Should we do away with some ias now? Should we get more? Or maybe just a simple paradigm shift placing emphasis on -5 AP cost To Meteor above other "skill affixes." MP 10 is only for co-op play amongst the super geared and their friends? Not anymore. MP 10 impossible to ITEM farm efficiently? Not anym.. well, yeah, it probably still is, but this build comes closest to disproving this idea. So far, only one thing is known for certain about the Rocknadoshards Windup Wizard Build... It's frigging amazing and unmatched if you can make it work with your gear. Me!: http://us.battle.net/d3/en/profile/LostMan-1541/hero/14272321 Edit: With this build, it is recommended that since we do not use 30 APoC, do not begin using meteor until fully/nearfully wound up, exception being an initial meteor for liquify on ground.